Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Change Trail Notify particle at runtime?

I'm wondering if it's possible to change the particle emitter of a Trail Notify at runtime? Basically I've added a "Wind Swipe" effect when the character attacks but when a certain bool condition is met, I'd like to change the particle effect. This must be possible but I'm not sure how I would go about doing it. How do I get a reference to the notify and would I be changing it inside the animbp or the character bp?

alt text


Product Version: UE 4.15
more ▼

asked Oct 26 '17 at 08:43 PM in Using UE4

avatar image

1.2k 86 116 146

avatar image TorQueMoD Oct 28 '17 at 05:54 AM

Anyone have any idea how to do this?

avatar image TorQueMoD Nov 02 '17 at 04:58 AM

Still have no idea how to do this. There doesn't seem to be any way to get a reference to the notify.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi! I've found your question unmarked while I was documenting about Trails, I know is a little old post but I guess people who are looking for runtime changing trails will land here in the future so... You can have dynamics trails NOT using the trail notify in animations, you can use normal notify to call events who activate different trails if you really miss it. I set up this while testing and it works:

alt text

I don't use animnotify since in a test project I didn't set up any animation but but the logic is the same, let's sum up!

1) Create your trail particle using cascade (youtube is full of tutorials for this)

2) Set up the starting and ending socket for your trail in the mesh (both skeletal and static would work)

3) In the actor who contains the item you want the trail is attached create a new particle system component

4) PARENT the particle to your mesh (it is of primary importance)

5) Depending how your game works, set up an event who set the particle template and Begin Trails

6) ...


Have a nice day :)

EDIT: It also works with RamaMeleeWeapon component (from his mkp plugin)! Not so important to specify but that guy is a saint :)

more ▼

answered Jan 07 '18 at 01:37 PM

avatar image

696 23 13 28

avatar image Unfound Mar 30 '18 at 03:55 PM

Thanks for the detailed answer. Exactly what I was looking for!

avatar image TorQueMoD Mar 30 '18 at 07:05 PM

Thanks for the solution Iohoilpotere. My notifications weren't working so I missed your reply.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question